Un-nerfed the Chainsaw a bit; the reduced movement speed and maximum fuel is enough of a nerf; the idle and attacking fuel drain rate has been decreased back to relatively original values

Changed a few tip messages

Changed the innocent tracker to a server-side script; this is seriously the last thing I can do to try and fix it for good

Added a new ACS Function: WDI_SetFinaleMusic(str song). In your map, if you make an array of strings containing the lump names of music tracks you want to use for a finale song, then randomly pick one in an open script and run this function, then the finale track will be whatever custom song was picked.

Added a new ACS Function: WDI_EndFade(bool set). Use this to enable/disable the end-of-round fadeout effect for the tally board. Should be used before end-game is reached! (preferably in an Open script)

Added new ACS Functions for checking/returning information: WDI_MurdID(), which returns the player id of the murderer, and WDI_IsFinale(), which returns whether the round is in finale mode or not.

The murderer doors now use a new technique for blocking innocents; innocents can no longer enter murderer walls at all, thus foregoing the Insta-kill lines.

Added the following new maps:

"Kiwi" by Jigsaw

"Sewers" by TheMisterCat

"Harmony Hill" by Peanut

"Castaway" by Conflagrated & Theshooter7

"Bunker Down" by Theshooter7

"Where-House" by Sicamore

"St.Mercy Hospital" by Capt. J3

Added the following weapons for use in "Castaway": Twig, Plank, Nailed Plank (sprite work credit goes to Lightman68)

Added F1 HELP images that explain the basics and premise of the game mode (Major thanks to Zeberpal for putting them together!)

Added Doom Builder 2-related comment entries to the DECORATE code (though sadly you still have to get "Beretta" and "Bar Key" from the respective Weapons and Keys categories; DB2 doesn't detect them as replacements and puts them in the wrong category)

Nerfed the Shovel slowdown amount; with the recent changes to the stun system, the shovel proved extremely powerful in the hands of skilled players

The Shotgun now only gives a fixed 1 shell when picked up. This forces the player with the weapon to find additional ammo and reduces the effectiveness of passing it to other players

Maximum amount of Shells has been reduced to 4

The Shotgun's clip size has been reduced to 4 shells

The Shovel now does slightly less damage to friendly innocents (25% -> 20%)

Molotov flames no longer give TK penalities when an innocent dies in them.

Shovel pickup sprites are now slightly bigger to stand out a bit

Replaced the M1 pickup sprite with the one submitted by Sicamore

The Beretta now spreads every shot to give it a more close to medium-range role, reserving the long-range role for the M1

Gave the Shotgun a clicking sound when it's empty and someone attempts to fire it

Made some changes to the pipe's attack speed, giving it a good sweet spot between Final5 and Final5c's attack speeds

Increased the Wrench's Ready speed after finishing a full combo slightly; it was excruciatingly long and often made shorter combos much more preferred

Buffed Wrench damage on the final combo attack, making the final blow count a lot as Minigunner had suggested (30 -> 35)

Reduced the maximum random ammo obtained when picking up the Beretta; it's now a random amount between 1 and 8

Reduced the maximum random ammo obtained when picking up the M1; now a random number between 2 and 5 (down from 3 to 8)

In the event the murderer disconnects and only 1 player is left, the map now exits

Backstabs are now tracked on the tallyboard, and each backstab kill awards a bonus 2 points

Altered the TK penalties as follows:

On your first TK offence, you lose your health regen, drop all your medkits, are unable to pickup guns, and have a Yellow aura. If your health dips below 30 OR was at that value when you tk'd, the aura vanishes and you get your health regen back, however, you still cannot pick up any guns for the remainder of the round. The first TK will also force you to drop your weapon, meaning that you won't be able to pick guns back up. This encourages innocents to give you your beating in order to give your health regen back

On the second offence, the only change is that you lose your health regen again, permanently for the round. You still will move slower and lose your FF damage reductions and lose all your ammo/items.

Third offence is unchanged and you will still instantly die

Again upped the amount of sanity given when inflicting and receiving damage as the murderer

Slowdown stun from melee weapons is no longer effective against a player with < 20 health; when the stun was stacked on top of the forced walk speed (because of the runhealth property), it made the player slow to an utter crawl

Items no longer make a sound when respawning

Redid the Gnome and removed some artifact code from it's entry

Added the Computer Chairs from Marsis into the main PK3

Fixed: Occasionally when tossing the Brick or Molotov, you'd end up with the "no weapons" bug

Fixed: Chainsaw states should now work correctly and not bug out

M1 weapon drop bug has been fixed

Fixed a bug where players would not get stunned if they held their weapons ready and took a hit

WDI02: Fixed some blocking lines on the shed in the courtyard

WDI02: Blocked up the vents and revoked access to the upper ledges

WDI03: Fixed a blocking linedef on the railway

Changelog RC2:

Plank and Nailed plank damage has been reduced to balance their additional speed over the shovel counterpart

Fixed: "Castaway" weapons were not removed after a round ended on that map

Made some small tweaks to the shotgun traps that should hopefully improve their reaction speed and aim online

Fixed: Remote camera will no longer get stuck on players and the like when thrown

Sound Emitters now make a random sound less often when idle to decrease their obviousness

Increased the M1's jamming chance slightly (10% -> 15%)

Decreased the M1's spread by half (1.0 -> 0.5)

Changed the way the M1 handle's damage; it now does reduced damage within 176 map units, beyond that it does full damage. This is to reinforce it's role as a mid to long-range weapon. This needs to be tested to make sure it works correctly online.

Tiny increase to the M1's rate of fire

Reduced the speed of the pool cue to balance out it's high stun and reach

Fixed: Molotovs will no longer explode underwater

Fixed: Brick and molotov showed the ready state for a frame after being thrown (must test to make sure fix actually worked)

Players are no longer affected by weapon knockback. This includes both the murderer and the innocents

Reduced maximum stun capacity (5 -> 4)

Fixed: The murderer can no longer increase his sanity using Shotgun Traps

Reduced the amount of sanity received when taking and dealing damage

The Murderer's smoke bombs can now be thrown a small distance. This will allow him to get them around corners and better cover an approach against camping/armed innocents

Fixed: The shotgun now only gives one shell properly when picked up

Added 15 additional seconds to all of the Murderer's item respawn times

Shotgun Trap damage per shell has been increased (6x2 -> 6x3). With some bad luck, it can kill an innocent in one hit!

Thrown/Active flares can now disable Shotgun Traps and Remote Cameras. Innocents can use flares to block the murderer from setting traps in specific spots! (for a short time at least)

Maximum amount of flares has been reduced (3 -> 2)

Changed the scoring system a little: Kills done by the murderer now award 12 points instead of 10. This adds leeway for trap and medkit usage, or for making mistakes. It also allows a bit of a comeback from paranoia kills

Fixed: The Backstab count message on the tally board should show in the correct spot now

Finalized the Easter Eggs on "Castaway"

Widened the outside Murderer restock entry wall to make it easier to navigate on "Castaway", along with a couple other Murderer walls

Reduced the volume of D_SICA so it's not overly loud compared to the other music tracks

Player stun duration now shows up on the HUD above the health bar as a small icon with a yellow meter indicating time left

More fixes to the chainsaw states

Picking up an active Fake Stimpack now inflicts a full amount of stun on the victim

Nerfed Brick damage a bit (30 -> 27)

Players now properly start with one medkit at the beginning of a new round if they survived the last round with no medkits

Experimental: Made the murderer do the same damage to the innocents with melee weapons as they do to eachother; this should eliminate the "damage check" people sometimes do

New Crossbow pickup sprite (Credit to Mooseknuckle...Where are you mang?)

Experimental: The map will now do an internal reset using Zandronum's ResetMap() function when the murderer leaves the game

Reverted the TK system to the old Beta version system; 1 mistake nets you some penalties, second mistake removes you from the game!

OFFICIAL AND FINAL MAP ORDER IS AS FOLLOWS:

WDI01 - Asylum

WDI02 - Now Museum, Now you Don't!

WDI03 - Clock Town Chase

WDI04 - Confinement

WDI05 - Men's Night Out

WDI06 - Surrounded

WDI07 - Cradle Under The Star

WDI08 - St. Mercy Hospital

WDI09 - Sewer Showdown

WDI10 - Slaughter Seminar

WDI11 - Bunker Down

WDI12 - Where-House

WDI13 - Echo Ridge

Removed "Wreck Center" from the mapset; Sorry Jigsaw, but based on feedback I've received, the map still has some gameplay problems and a number of aesthetic issues. The biggest problem is the scaling; a table or bench shouldn't be up to the player's head. I recommend trying to fix things and release as a standalone map, as it still has some cool ideas (ex. the saw room is truly unique)

Removed "Castaway" per Conflagrated's suggestion; it doesn't fit overall with the rest of the maps in the main set; it will be released as an addon map. Actors related to the map shall remain in the main pk3 however.

WDI01: Applied the key spawning fix for the SafeKey, placing 32 in the same spot

WDI02: Fixed the murderer item bump bug

WDI03: Fixed bad lines that blocked the Morgue for innocents

WDI03: Modified the key spawner script to spawn 32 keys in the same position, allowing every player a chance to obtain the key. This should resolve issues with people believing the key never spawns

WDI06: Fixed the vent shaft to allow the murderer to actually get into it

WDI13: Did some performance optimizations to the level; it should load quicker and run smoother now

Changed the Ammo spawners to spawn shotgun shells more likely than pistol clips. Shells now spawn 60% of the time and clips 40%

Modified the drop weapon command so that it stops dropping the weapon when you release the button; the prevents issues with pressing the button, and changing or picking up a weapon and suddenly dropping it.

Increased the attack range of the Pool Cue to give it some additional edge in melee (64/72 -> 80/88)

Nerfed the pool cue's damage; testing proved it was too powerful with the increased reach (4/6 -> 3/4/3 for a max damage of 28/swing)

Fixed: In the event the level restarts (because of survival mode conditions), the tally board will disappear much quicker.

Fixed: Players will no longer get kicked for changing their color too rapidly

The Chainsaw now stays on/off when you switch weapons

Fixed: You could carry twice as many shotgun shells as you should have (players were somehow given a backpack, which let them carry 24 instead of 12 as intended)

Fixed: Crossbow bolts can now be dropped

Added some $limit entries to the SNDINFO for swinging sounds and the like

Added sounds for hitting the player and hitting a wall with the pool cue

Increased the time it takes for the stun effect to wear off, making the stun effect much more effective than before

Increased the chance of the KeySpawner to actually spawn the Bar Key (128 -> 176)

Flares will emit small puffs of smoke when they are down to 5 seconds of light

Flares now last a bit longer (700 -> 900)

The M1 Carbine now jams a bit less often

The M1 Carbine no longer loses a bullet when jamming

Added touched up/new sprites by Mooseknuckle (Thanks!)

Increased the maximum amount of slowdown you can have from the stun effect (3 -> 5)

Merged the Classic gamemode code into the main pk3; WDI is now just one pk3 for the core contents

Updated WDI03 with Zeberpal's latest changes

Fixed an exploit on WDI06 involving the basement door; it now stays open once opened

Tiny increase to the Pipe's attack speed on combo attacks

The chainsaw's fuel drain rate has been increased a tiny bit

SBARINFO: doubled the speed the health interpolates, making it so your actual health value is displayed a bit faster

Fixed: D_FATE easter egg was broken; the sound file was in the wrong place in the pk3 (oops)

Changed the TK system a tiny bit: 3 TK's now result in being instantly killed

Added an official new weapon: The Brick! Pick one up, and throw it at your target. If it hits, it'll deal 30 damage and stun them for a good while. Pick it back up afterwards.

Fixed: Shotguntraps could be knocked around with damage

Fixed: The shovel didn't have a pickup message

Fixed offsets for several beretta effects (such as the smoke and casings)

Added the Carbine Marine skins from MarineSkinsv7 for the M1 (replacing the rather out-of-place Sniper Rifle skin)

Added a CONFONT replacement originally made by Zeberpal

Fake stimpack's sprites were adjusted to be less noticeable

Removed the obituary message from the Shotgun Traps

The Murderer now does additional damage with the Chainsaw in his hands, more than he did before (the knife is still better all around but now the chainsaw does more raw damage)

Fixed a bug related to the slowdown script

Equipping the Chainsaw now reduces your speed by 5%

Halved the max amount of Chainsaw fuel the player can have, but in return increased the minimum amount of fuel obtained when picking it up (1000 -> 500)

Fixed: The console log message would not properly show the name of whoever killed the murderer

Fixed: On-screen bloodsplatters were not working properly, they now draw each time you are hit and remove previous splatters to prevent clogging up the screen too much

Added another official weapon: The Molotov! Equip it and it must be lit (similar to how the Chainsaw must be revved), toss it to create a patch of fire on impact. If you die holding it, it'll burst next to your body!

Fixed: You can no longer take damage from bertholite poison at the end of a round

Fixed some problems with Murderer nerfs/innocent buffs and FF damage

Buffed Wrench damage a little bit (20/25/27 -> 25/25/30)

Made some major tweaks to the Knife backstab script; it should now be much less finnicky and work more often

Added sv_disallowsuicide to the autoconfig script (forcing it to true)

Fixed Crossbow ammo exploit

Health regen now only begins to take effect 6 seconds after the last time you received damage. In return, health regen is now slightly faster.

Fixed issues involving survival conditions where the murderer could die (for example, by Bertholite before the round ended) during the tally board and break the game a bit

Fixed some potential miscounts regarding murderer kills when a new murderer is selected if the old one leaves (particular variables were not reset and inventory items related to kills were never removed)

Increased the range of activation for the Sound Emitters. This should buff their usage and no longer practically require you to place them in someone's path to work

Sound Emitters now play the knife draw and knife hit sounds more often.

Sound Emitters no longer make the item drop sound when deployed; they still make their electronic activation noise, however

Added Minigunner's Beretta sprite and animation edits. Thanks!

Added bullethole decals for the guns

Renamed wdi_allow_autoconfig CVAR to wdi_disable_autoconfig in order to fix some issues with it

Removed some relic DECORATE entries

TK Halos now work as intended since the start (using a trick to pull it off)

Fixed: TK Penalties would not take effect for the second and/or third TK if the TKer's health never dipped below 20 (fulfilling the "beating" requirement)

Fixed: Innocent Players will now be penalized if they kill a first-offense TKer

Increased the amount of health needed to be considered to have gotten a "beating", thus removing the yellow halo (20 -> 30)

Did some cleanup and improvements to the Sound Emitter behavior to make it less dodgey and more consistent

Upped the immediate damage received from a fake stimpack when picking it up by a slight amount (15 -> 20)

Fixed: players would not properly drop their currently held weapon on death if they were too close to a wall or another actor

Score penalties for Smoke Bombs and Sound Emitters have been reduced; they now subtract 1 point for every 2 used (giving 1 free use at the start)

Increased the amount of sanity received when harming players and when taking damage as the murderer by a little

Health and Sanity are now properly recorded BEFORE applying the bonuses received for killing the last player

Changed: Murderer items now respawn in much less time than before to allow him to restock more often if needed. This should allow the murderer to take on tough situations more readily. The times are as follows:

Bertholite: 1m 15s

Smoke Bomb: 45s

Sound Emitter: 45s

Fake Stimpack: 50s

Trip Shotgun: 1m

Patched up ALL possible exploits on EVERY single map to date

Reduced the physical height of trees to make it so they still have some height but are not impossibly high for the murd to catch you on

Removed the murderknife from the KEYCONF; you must now implicitly press the "use knife" key (in Customize Controls) to equip it as the murderer

All Maps: Tweaked key spawning scripts on all maps containing keys; they now spawn 32 keys in the same spot to allow ALL players the chance to obtain a key (in the event it was a scripted spawn; placed key spawners behave like co-op keys as normal)

All Maps: Added brick and molotov weapons to each map in various amounts and locations

All Maps: Created instant-kill lines behind murderer doors; if an innocent manages to slip in, the others will never see him again...

WDI01: Fixed some script issues related to the windows (may have been the cause of the crashes, though I still wager it's a SkullTag bug too)

WDI01: Fixed an out-of-place ceiling piece that was raised too high (revealing a missing texture)

WDI02: Removed vines on the back of the pillars with the Vile Statues

WDI03: Made the water brighter

WDI03: Made the blocking lines near the water block everything to prevent people from tossing items into the water

WDI03: Added a damage effect to the stone wall which must be stacked over for the easter egg; don't stay up there too long!

WDI03: Made the teleport for the Easter Egg a line action so that people can't get trapped back there

WDI03: Lowered the clock on the train platform

WDI04: Added some more detailing to the hub tunnel to better distinguish which direction you are heading

WDI04: Redid the room leading up to the grating platform; it is now just a simple, twisting staircase

WDI04: Tweaked the shotgun spawn a bit; it now has a chance to spawn in one of the basement cells, too

WDI04: Reduced amount of ammo that can be found on the map

WDI04: Added some extra melee spawners around the locale

WDI04: Added additional dynamic lights to various areas

WDI05: Reduced the height of the shelving support bars in the storage room. This should make it much easier to navigate the tops of the shelves

WDI05: Moved the M1 to another, more difficult to reach location. This helps spread the weapons out a bit instead of all of them being bunched up by the bar wing (in the M1's place is a melee spawner)

WDI05: Added an extra pool cue, and changed the ones by the rack to the standing version

WDI06: Reduced global brightness by 8

Removed the "fine" film grain option to reduce file size

Upgraded the mapinfo format to the updated format

WDI06: Changed name to "Slaughter Seminar" (it isn't really a high school anyway...)

If a player disconnects or spectates during the round, the murderer now receives a bit of health and sanity.

Fixed: The end-game console log message did not accurately get the score of the murd if he won

Fixed: The Shotgun was not added to the weapon drop list, so a player carrying it would never drop it when they died

Fixed an exploit involving the gym storage door on WDI06; the door now stays open once it has been opened

Fixed: The windows on WDI01 can now be jumped through. The rest of the ledge is still inaccessible, however

Fixed exploits on WDI02 involving the vent shafts; the areas that should not be accessible are now blocked by invisible walls

Changed: The innocent tracker underwent some changes under the hood, using a new method for tracking the innocents. With this, the game should no longer "forget" an innocent on occasions and not show their marker

Added sv_randomcoopstarts (forcing to true) to the autoconfig script

Changed: Equipment should now fully carry over between maps. This mainly means that ammo, flares, and medkits will remain with you in the next round (I simply added the -INVENTORY.INTERHUBSTRIP flag to all of the items, the scripts never removed anything however)

Changed: The chainsaw now drains fuel a bit more rapidly while active, even without attacking. This balances it out for 1v1 with the murderer and gives more incentive to turn it off

Changed: Attacking with the knife now causes you to lunge forward a tiny bit

Fixed: Removed some invisible actors in the central room of WDI05 that could block players going around the corners

Added new ACS function: WDI_Ending() - returns the ending condition of the current round. Can be: END_INOLOSE (0), END_MURLOSE (1), or END_MURSUICIDE (2)

Fixed: [strikethrough]TK halos should now work correctly[/strikethrough] This is not working as intended; I've exhausted every method possible and it refuses to work 100%. It works _SOMETIMES_ but seems to be rare. And trying HudMessageOnActor() as a replacement doesn't work right either, despite being in the same script as the innocent tracker! Ultimately, I've just left the halos out; there is nothing that can be done to fix it.

Fixed: [strikethrough]Action markers now properly hide for all players but the murderer (as intended)[/strikethrough] It's impossible to fix this; I've tried everything, but you cannot hide an actor from some clients and show it for others.

Fixed: Fists now do equal damage to all players (no more punch checking)

Fixed: Tips during the safety period should no longer spaz out

Fixed: The end-game console log message (which details the final score results) no longer appears in the upper-left corner at random

Fixed: The tension message ("a murderer has been chosen." etc.) should now reappear correctly if the murderer disconnects and a new murderer is selected

Fixed: Innocent tracker/marker should always work correctly now, instead of sometimes not showing the last innocent or breaking in general

Changed: Added proper icons to the weapons on the HUD. Now it is apparent which number is the ammo in the gun, and which is the extra ammo

Changed: The fists now behave like the fist patch with some changes; the primary fire is the right hook, which does little damage but is faster, and the secondary is the left hook, which does considerably more damage (8 damage a hit), but is much slower.

Changed: The shotgun was given a slightly narrower cone of spread (5.6 -> 5)

Fixed: The pistol and shotgun should no longer switch away if you attempt to reload without any extra ammo

Changed: The pistol's offsets have been adjusted so it is easier to aim with

Changed: The pistol is now slightly more accurate (2 -> 1.75)

Changed: Wrench damage nerfed (25/30/35 -> 20/20/25)

Changed: Pool cue now has a slight attack speed increase (it is still pretty weak, but now it isn't completely worthless)

Fixed: The pistol had missing frames when reloading, causing it to flicker twice during the animation

Added: "Colour Changer v2" has been integrated directly into WDI as a core component

Fixed: Sound Emitter usage was not properly recorded because of a DECORATE inconsistancy

Fixed: Some DECORATE-related errors/typos

Fixed: Missing texture on WDI04

Fixed: Crossbow on WDI05 can no longer be "plasma bumped" through the glass

Added: player skins for Wrench and Pipe weapons by Zeberpal

Changed: The score system now gives the murderer a bonus 5 free points each round. This gives some leeway for the perfect medal, and makes it a bit harder to get the Pathetic medal

Fixed: All players should now properly receive a black fadeout at the end of a round

Fixed: paranoia kills will no longer go below 0 on rare occasions

Added: the M1 carbine is now an official weapon in WDI and has been added to several current maps

Changed: the innocent tracker now activates if 25% of the players remain (as before), or if 2 innocents are left alive (up from 1 innocent)

Added: put the M1 Carbine in the equipment list/scripts; map makers can now use it freely without using a seperate script to remove it

Changed: Brought back D_FATE easter-egg song. It has a 1% chance of playing when the innocents numbers get low, and unlike previous iterations, it will only play once, then play one of the alternate tracks as usual

Added: readded the rage-quit messages, tweaked them to work correctly and appear less-frequently

Changed: M1 Carbine has much tighter spread but now spreads on every shot (3/4 -> 1/1)

[spoiler]Custom Commands

wdi_blacklist_rounds <amount> -- Sets the number of rounds ex-murderers cannot be the murderer for. (Default: 5)

wdi_voteyes -- Votes 'Yes' on an admin punishment vote when the prompt is active. Bind this to a key, or type it in the console when voting. You can also bind it with the regular vote command like so: bind pgup "vote_yes;wdi_voteyes"

wdi_voteno -- Votes 'No" on an admin punishment vote when the prompt is active. Bind this to a key, or type it in the console when voting. You can also bind it with the regular vote command like so: bind pgdn "vote_no;wdi_voteno"

[/spoiler]

Lies. Deception. Murder.

"Who is the murderer? Some never find out, if he is cunning enough to elude them for long enough. He is normal just like the rest of us, if not a little bit too normal. He is you, and he is me. He is inside the walls, and he is waiting.

Even more interesting is this: If the "murderer" simply blends in and waits, keeping his knife hidden and watching as the innocents off each other one by one, is he still the monster? Sometimes the "innocents" kill more than the "murderer" does. So who is sane?

Don't think about it too long, or you'll become distracted enough for him (or me, or that other guy) to sneak up behind you. Good luck." -WhiteRabbit

WhoDunIt is a custom gamemode for Skullta- Zandronum that rewards the observant, and punishes the clumsy.

The game starts with all the players spawning in various locales, armed with little but their fists and an array of melee weapons scattered around the levels.
After a short while, one player is chosen as the Murderer. The Murders goal is simple: Murder everyone. His preferred method to deliver death? A sliver of metal between the vertebrae.

The Murderer has to be cautious, though! For while the knife is the most efficient and satisfying method of taking out others, drawing it is very loud and visually obvious; Marking him as the largest threat in the room, usually ending with him in a corner getting his skull bashed in by 'The Innocents'.

To make matters worse, all these deaths have left the Murderer with a constantly draining sanity, eventually losing it and committing suicide when unable to watch something squirm and die.

Fortunately, the trademarked knife he carries isn't the only weapon at his disposal; Poisonous chlorine gas, remote cameras, smoke bombs, poisoned first-aid kits, and even Automated trip-wire shotguns allow The Murderer to manipulate and destroy his prey.

But what happens when The Murderer blends in a little too well? What happens if somebody loses it and kills someone completely innocent?
Two mistakes. That's all you get before everybody turns on you. After an Innocent kills one Innocent, he is marked with a Yellow Aura, enabling other players to beat him to within an inch of his life before being allowed to venture with the others.
Another mistake? A red aura visible to all players indicating "Kill on Sight". Good job, rookie.
Worse still, The Murderer has a penchant for being able to find the careless, regardless of their location.

I just want to remind that player can't drop arrows, while he can stores them in inventory now.
By the way if it hosted on /idgames that means it will get more popular?
Also, not sure but maybe it could wait for Minigunner's and Capt.J3's maps?

Last edited by Zeberpal on Wed Jun 06, 2012 6:42 am, edited 1 time in total.

There could be some things that I will do, such as redoing the stock on the shotgun (the rear raises too much), random spawners for certain decor (rocks, grass, bottles), touching up on the Beretta and finishing some custom weapons (I have a Colt 1911 and Fire Extinguisher done so far, and the Luger may be re-introduced). Oh, and I might find better-colored Bertholite sprites (the current ones have a noticeably-small range of color). I will let you know when I at least get some of these done.
As for my map... that will take a lot longer because I am not so time-efficient in the mapping department. I also plan on expanding the Mansion map and reconstructing an old Zombie Horde (ZM) map that was removed due to its apparent incompleteness.

Last edited by Minigunner on Wed Jun 06, 2012 7:09 am, edited 1 time in total.

Theshooter7 wrote:Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?

Theshooter7 wrote:Changed: Equipment should now fully carry over between maps. This mainly means that ammo, flares, and medkits will remain with you in the next round (I simply added the -INVENTORY.INTERHUBSTRIP flag to all of the items, the scripts never removed anything however)

I though that was the most annying thing players complain about during beta4.
EDIT:
some screens from Kashtanka's new map [spoiler][/spoiler]

Last edited by Zeberpal on Wed Jun 06, 2012 5:31 pm, edited 1 time in total.

Zeberpal wrote:
I just want to remind that player can't drop arrows, while he can stores them in inventory now.
By the way if it hosted on /idgames that means it will get more popular?
Also, not sure but maybe it could wait for Minigunner's and Capt.J3's maps?

Noted about the arrows, I'll fix that. Probably a misplaced flag.

Hosting on /idgames would give it a permanent home, but it could get some more attention when people see it in the reviews etc.

As for the maps, I'll wait a bit but I want to see some progress. Hopefully I can get some posts updating about them.

Synert wrote:Since you never got the halos fully working, how's this for an idea- a powerup that simply colours the player?

Now that Zandronum (should) have support for this, that is actually a really good idea! Thanks. The only thing I have to try to make sure of is that it doesn't give the player full-bright vision; the maps still should retain their brightness with the powerup active. We'll see what I can do.

Devon wrote:I love this WAD, shame I can't use OGL as it lags on my computer. Nevertheless I find myself playing it for hours on end at times. Good job!

If Zandronum gets ZDoom's Software 3D Floor support (or if it already has it) this shouldn't be a huge problem for you anymore. (except of course for the lack of Dynamic lights...oops)

Minigunner wrote:
I've got quite a few suggestions before the last version is released:

As I have said before, the newly-implemented Admin system should have a punishment option of granting the recepient a red TK aura, free to kill, no questions asked.

The pistol clip limit should be increased to 3 or 4, now that all ammo in inventory can be carried between maps.

Pool Cue should have an alt-fire that is basically a jab. It has immense stunning capability.

Add +CANTPUSH to the pottery bits, and make grey bits for the grey pots.

Fake Stimpack is not very effective. The gas should be more concentrated and be released a little more quickly.

Give only one flare on player start (yes, I mean WDI02), and make them last longer. About 3 seconds before fizzling out, the light should darken somewhat.

1. I'm not too sure of this; it still gives griefers the freedom to run rampant. I could make it, however, so that players who have been punished do not inflict TK penalties when killed.

2. I think the current capacity is balanced as-is. Makes it important to actually aim. If you want more ammo, either scavenge some from the map or ask a buddy to drop you some (the latter is now more likely since people can carry ammo over!)

3. I'm not going to do the sprites for this so I dunno. I wish I had some more feedback on the weapon however; I can't really tell if people think it's too powerful or too weak if no one says anything. :V

4. I suppose I can stop them from being pushed around, but as for touching the sprites....ehhhhhh. I'll see if I can get TEXTURES to recolor them for me.

5. I do agree with this; the Fake Stimpack is probably the weakest trap the murderer has (that can damage players directly at least). Giving it a couple buffs would be nice. I think I should also disguise it from being damaged; if players know the murderer has been dropping kits, they'll go around and punch each one they find, and the fake ones give off a puff when hit, which gives it away. Removing this effect should make it tougher to figure out.

6. I can fix the flare amount (it's not really needed on that map anymore), but the dynamic lights iirc are really iffy. How about letting out small puffs of smoke when they are about to go out?

7. This wouldn't be really challenging to do (I'd just add it along side the weapon drop script) but I think it would break balance somewhat, since the murderer would easily be able to kill someone, take all their medkits, and keep going, whereas in a prolonged fight against multiple innocents, the murderer at current might have to pick one or two off, then flee to plan a new approach. Letting him pick up the medkits of innocents he kills would make him practically invincible and allow him to tank his way through players, which would be extremely unfair.

Minigunner wrote:As for my map... that will take a lot longer because I am not so time-efficient in the mapping department. I also plan on expanding the Mansion map and reconstructing an old Zombie Horde (ZM) map that was removed due to its apparent incompleteness.

If you plan on touching the Mansion map, you may as well scrap the whole thing; that map is garbage in all areas: design, aesthetic, gameplay, balance. Everything about that map is pretty bad compared to the official map set.

As much as he (probably) won't like it, you should instead finish WDI08 (Cradle Under The Star), as that was supposed to take the Mansion Map's place. But Conflag never finished it and I'm unsure if he ever will.

If anyone touches that map, just know that the elevator was meant to be accessible from the top by the murderer, and that a GUI screen was supposed to come up, letting players select a floor to go to. If someone works on the map, I'll write the elevator script for them.

Last edited by Theshooter7 on Wed Jun 06, 2012 7:30 pm, edited 1 time in total.

I do think pool cue needs a lot of work. It's certainly not the weakest weapon in terms of usefulness, but it could be better, stun doesn't really help against the real killer when they have guns or chainsaw, you still get charged and shot/cut to bits before you can do anything.

Theshooter7 wrote:
1. I'm not too sure of this; it still gives griefers the freedom to run rampant. I could make it, however, so that players who have been punished do not inflict TK penalties when killed.

2. I think the current capacity is balanced as-is. Makes it important to actually aim. If you want more ammo, either scavenge some from the map or ask a buddy to drop you some (the latter is now more likely since people can carry ammo over!)

3. I'm not going to do the sprites for this so I dunno. I wish I had some more feedback on the weapon however; I can't really tell if people think it's too powerful or too weak if no one says anything. :V

4. I suppose I can stop them from being pushed around, but as for touching the sprites....ehhhhhh. I'll see if I can get TEXTURES to recolor them for me.

5. I do agree with this; the Fake Stimpack is probably the weakest trap the murderer has (that can damage players directly at least). Giving it a couple buffs would be nice. I think I should also disguise it from being damaged; if players know the murderer has been dropping kits, they'll go around and punch each one they find, and the fake ones give off a puff when hit, which gives it away. Removing this effect should make it tougher to figure out.

6. I can fix the flare amount (it's not really needed on that map anymore), but the dynamic lights iirc are really iffy. How about letting out small puffs of smoke when they are about to go out?

7. This wouldn't be really challenging to do (I'd just add it along side the weapon drop script) but I think it would break balance somewhat, since the murderer would easily be able to kill someone, take all their medkits, and keep going, whereas in a prolonged fight against multiple innocents, the murderer at current might have to pick one or two off, then flee to plan a new approach. Letting him pick up the medkits of innocents he kills would make him practically invincible and allow him to tank his way through players, which would be extremely unfair.

1. I wasn't sure if the red aura allowed immunity like that for other innocents. Please add that in if you want to do this.
2. I can accept that. However, since you can only carry 2 clips, but you can carry 24 shells, you should increase the likelihood of shells spawning (e.g. 2:1 instead of the current 1:1) or a 1/3 chance of spawning ABigNothing.
3. At the moment, a pool cue stun isn't all too noticeable aside from the screen-blood. The stun effect should be somewhat more intense, as well as longer, for the pool cue than the others so that it can be a great support weapon.
4. I can do it for you if you want me to.
5. Huh, I didn't know that fake stimpacks can be destroyed.
6. Puffs can work.
7. I didn't mean the medikits, I meant the large medical packs, but yeah, I suppose no health should drop. However, I'm still sticking with having the ammo and rave kit (if any) drop, the former possibly being a greater incentive for innocents to get the guns, the latter is obvious.

Theshooter7 wrote:
If you plan on touching the Mansion map, you may as well scrap the whole thing; that map is garbage in all areas: design, aesthetic, gameplay, balance. Everything about that map is pretty bad compared to the official map set.

As much as he (probably) won't like it, you should instead finish WDI08 (Cradle Under The Star), as that was supposed to take the Mansion Map's place. But Conflag never finished it and I'm unsure if he ever will.

If anyone touches that map, just know that the elevator was meant to be accessible from the top by the murderer, and that a GUI screen was supposed to come up, letting players select a floor to go to. If someone works on the map, I'll write the elevator script for them.

I've actually been thinking about that. The biggest block for the Mansion map is the halls; the dynamic lights are tricky to position and size without bleeding into the floor above/below it or just being plain laggy (Out of >75 FPS, the lights make me go down to around 35, which is a big deal for players with older computers).
I actually do feel like continuing WDI08 because it looks so good and I hate to see it left to consume PK3 space. First, I will ask Canine, though, and he may send me the latest version if so.

Theshooter7 wrote:Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?

Minigunner wrote:
2. I can accept that. However, since you can only carry 2 clips, but you can carry 24 shells, you should increase the likelihood of shells spawning (e.g. 2:1 instead of the current 1:1) or a 1/3 chance of spawning ABigNothing.
7. I didn't mean the medikits, I meant the large medical packs, but yeah, I suppose no health should drop. However, I'm still sticking with having the ammo and rave kit (if any) drop, the former possibly being a greater incentive for innocents to get the guns, the latter is obvious.

2. Wow, I didn't realize you could carry 24 shells. :V Derp. I suppose it compensates for the fact that clips give you a FULL clip of ammo for each one you have. But I suppose it makes sense to drop shells more often than the clips with that being said.
7. I'm still on the fence about this. It wouldn't hurt balance too much but it would make ammo a much more common thing if players carrying some died. The idea behind the guns is to be the Murderer's trump card, the ace in the hole for the Innocents. But ammo is supposed to be pretty rare if not simply uncommon and scarce. Perhaps to keep it balanced, I can make players drop just one clip (if they have any) and up to only two shells? This way, players carrying a lot of ammo won't spill out massive amounts of supplies when they die, making things kind of unbalanced should a gun-wielding innocent be around for it. Crossbow bolts shouldn't drop since they are limited to 3 as-is and M1 clips are meant to be extremely rare and limited for it's sheer power.

Mangetsu wrote:
I do think pool cue needs a lot of work. It's certainly not the weakest weapon in terms of usefulness, but it could be better, stun doesn't really help against the real killer when they have guns or chainsaw, you still get charged and shot/cut to bits before you can do anything.

Minigunner wrote:
3. At the moment, a pool cue stun isn't all too noticeable aside from the screen-blood. The stun effect should be somewhat more intense, as well as longer, for the pool cue than the others so that it can be a great support weapon.

3. I think that the stun system needs to be buffed in general; it's hardly even noticeable unless you are trying to run away, and even then it doesn't last long, even with the Pool Cue. I can increase the duration each point of stun has, so it is more apparent. This way the Pool cue will have a much more apparent effect. I suppose I can buff it's damage by one more point as well, raising its maximum damage.

Last edited by Theshooter7 on Wed Jun 06, 2012 9:12 pm, edited 1 time in total.

That sucks. :/ More people should play. Honestly, out of all of the gamemodes I've seen, this one is by far the most creative and interesting. Being that it's somewhat reminiscent of Space Station 13, I'd imagine a WDI thread on Something Awful or Facepunch would get quite a bit of attention.

Mooseknuckle wrote:
That sucks. :/ More people should play. Honestly, out of all of the gamemodes I've seen, this one is by far the most creative and interesting. Being that it's somewhat reminiscent of Space Station 13, I'd imagine a WDI thread on Something Awful or Facepunch would get quite a bit of attention.

I hate to say it, but dynamic lights are the sole source of lighting in Whodunit levels (barring Confinement). It's simpler to modify a single actor than having to manipulate the brightness of multiple sectors while storing the original brightness of each and every single one of them. Also, there are sloped 3Dfloors, another reason that WDI is practically OGL-exclusive.
HOWEVER, if there was some kind of BrightnessSetter actor that manipulates a sector's brightness, regardless of sector tag, I would abuse the hell out of that.
Also,
Rehanded Beretta preview. The current one looks like a half-baked copy-paste job (the gun itself is good, though).

Last edited by Minigunner on Fri Jun 08, 2012 3:37 pm, edited 1 time in total.

Theshooter7 wrote:Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?